forked from SteamWar/SteamWar
Fix NavMesh and implement some initial stuff
This commit is contained in:
@@ -136,18 +136,22 @@ public abstract class AI {
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public Vector getPosition() {
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Location location = entity.getLocation();
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return untranslate(location.toVector());
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}
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public Vector untranslate(Vector vector) {
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Region extend = team.getExtendRegion();
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if(Fight.getUnrotated() == team)
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return new Vector(
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location.getX() - extend.getMinX(),
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location.getY() - team.getSchemRegion().getMinY(),
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location.getZ() - extend.getMinZ()
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vector.getX() - extend.getMinX(),
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vector.getY() - team.getSchemRegion().getMinY(),
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vector.getZ() - extend.getMinZ()
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);
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else
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return new Vector(
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extend.getMaxX() - location.getX(),
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location.getY() - team.getSchemRegion().getMinY(),
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extend.getMaxZ() - location.getZ()
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extend.getMaxX() - vector.getX(),
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vector.getY() - team.getSchemRegion().getMinY(),
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extend.getMaxZ() - vector.getZ()
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);
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}
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@@ -228,7 +232,7 @@ public abstract class AI {
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}
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Location target = translate(pos);
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if(Math.abs(location.getX() - target.getX()) > 1.0 || Math.abs(location.getY() - target.getY()) > 1.5 || Math.abs(location.getZ() - target.getZ()) > 1.0) {
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if(Math.abs(location.getX() - target.getX()) > 1.5 || Math.abs(location.getY() - target.getY()) > 1.5 || Math.abs(location.getZ() - target.getZ()) > 1.5) {
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FightSystem.getPlugin().getLogger().log(Level.INFO, () -> entity.getName() + ": Overdistance movement " + location.toVector() + " " + target.toVector());
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return;
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}
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@@ -20,8 +20,10 @@
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package de.steamwar.fightsystem.ai;
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import de.steamwar.Reflection;
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import de.steamwar.core.Core;
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import de.steamwar.fightsystem.ArenaMode;
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import de.steamwar.fightsystem.Config;
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import de.steamwar.fightsystem.ai.yoyonow.YoyoNowAI;
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import de.steamwar.fightsystem.fight.FightTeam;
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import lombok.AllArgsConstructor;
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import lombok.Getter;
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@@ -35,7 +37,8 @@ import java.util.stream.Collectors;
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@AllArgsConstructor
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public class AIManager {
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private static final List<AIManager> AIs = Arrays.asList(
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new AIManager(DummyAI.class, Material.STONE, () -> ArenaMode.Test.contains(Config.mode))
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new AIManager(DummyAI.class, Material.STONE, () -> ArenaMode.Test.contains(Config.mode)),
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new AIManager(YoyoNowAI.class, Material.SLIME_BLOCK, () -> Config.GameModeConfig.Schematic.Type.toDB().equals("miniwargear") && Core.getVersion() >= 14)
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);
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public static List<AIManager> availableAIs() {
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@@ -1,7 +1,7 @@
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/*
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* This file is a part of the SteamWar software.
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*
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* Copyright (C) 2023 SteamWar.de-Serverteam
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* Copyright (C) 2026 SteamWar.de-Serverteam
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU Affero General Public License as published by
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@@ -19,7 +19,7 @@
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package de.steamwar.fightsystem.ai;
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import de.steamwar.entity.RArmorStand;
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import de.steamwar.entity.RBlockDisplay;
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import de.steamwar.entity.REntity;
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import de.steamwar.entity.REntityServer;
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import de.steamwar.fightsystem.ArenaMode;
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@@ -27,92 +27,125 @@ import de.steamwar.fightsystem.FightSystem;
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import de.steamwar.fightsystem.fight.FightTeam;
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import de.steamwar.fightsystem.states.FightState;
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import de.steamwar.fightsystem.states.OneShotStateDependent;
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import lombok.AllArgsConstructor;
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import lombok.Getter;
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import lombok.RequiredArgsConstructor;
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import org.bukkit.Bukkit;
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import org.bukkit.Material;
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import org.bukkit.World;
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import org.bukkit.block.Block;
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import org.bukkit.block.BlockFace;
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import org.bukkit.event.Listener;
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import org.bukkit.util.BoundingBox;
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import org.bukkit.util.Transformation;
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import org.bukkit.util.Vector;
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import org.bukkit.util.VoxelShape;
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import org.joml.AxisAngle4f;
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import org.joml.Vector3f;
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import java.util.*;
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import java.util.concurrent.atomic.AtomicReference;
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import java.util.function.BiConsumer;
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import java.util.stream.Collectors;
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import java.util.stream.Stream;
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public class NavMesh implements Listener {
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public class NavMesh {
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private static final World WORLD = Bukkit.getWorlds().get(0);
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private static final double PLAYER_FALL_DISTANCE = 3;
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private static final double PLAYER_JUMP_HEIGHT = 1.25;
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private static final double PLAYER_HEIGHT = 1.8125;
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private static final BoundingBox PLAYER_SHADOW = new BoundingBox(0.2, 0, 0.2, 0.8, 1, 0.8);
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private static final Set<Pos> RELATIVE_BLOCKS_TO_CHECK = new HashSet<>();
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private static final double PLAYER_HEIGHT = 1.8;
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private static final Cuboid PLAYER_SHADOW = new Cuboid(0.2, 0, 0.2, 0.6, 1, 0.6);
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private static final Set<Pos> RELATIVE_BLOCKS = new HashSet<>();
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protected static final org.bukkit.block.data.BlockData PATH_BLOCK = Material.LIME_STAINED_GLASS.createBlockData();
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protected static final Vector MIDDLE_VECTOR = new Vector(0.5, 0, 0.5);
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static {
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for (int y = -2; y <= 2; y++) {
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RELATIVE_BLOCKS_TO_CHECK.add(new Pos(BlockFace.NORTH.getDirection().setY(y)));
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RELATIVE_BLOCKS_TO_CHECK.add(new Pos(BlockFace.SOUTH.getDirection().setY(y)));
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RELATIVE_BLOCKS_TO_CHECK.add(new Pos(BlockFace.EAST.getDirection().setY(y)));
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RELATIVE_BLOCKS_TO_CHECK.add(new Pos(BlockFace.WEST.getDirection().setY(y)));
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for (int y = (int) -Math.ceil(PLAYER_FALL_DISTANCE); y <= Math.ceil(PLAYER_JUMP_HEIGHT); y++) {
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RELATIVE_BLOCKS.add(new Pos(-1, y, 0));
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RELATIVE_BLOCKS.add(new Pos(1, y, 0));
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RELATIVE_BLOCKS.add(new Pos(0, y, -1));
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RELATIVE_BLOCKS.add(new Pos(0, y, 1));
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}
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RELATIVE_BLOCKS_TO_CHECK.add(new Pos(BlockFace.UP.getDirection()));
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RELATIVE_BLOCKS_TO_CHECK.add(new Pos(BlockFace.DOWN.getDirection()));
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RELATIVE_BLOCKS.add(new Pos(0, 1, 0));
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RELATIVE_BLOCKS.add(new Pos(0, -1, 0));
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}
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private FightTeam fightTeam;
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private List<REntity> rEntities = new ArrayList<>();
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private REntityServer entityServer;
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private REntityServer server = new REntityServer();
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public NavMesh(FightTeam fightTeam, REntityServer entityServer) {
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private Map<Pos, Pos> walkable = new HashMap<>();
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private Map<Pos, Set<Pos>> connections = new HashMap<>(); // Reverse connections!
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@Getter
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private boolean ready = false;
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public NavMesh(FightTeam fightTeam) {
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this.fightTeam = fightTeam;
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this.entityServer = entityServer;
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new OneShotStateDependent(ArenaMode.All, FightState.PostSchemSetup, () -> {
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Bukkit.getOnlinePlayers().forEach(server::addPlayer);
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Bukkit.getScheduler().runTaskLater(FightSystem.getPlugin(), () -> {
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long time = System.currentTimeMillis();
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fightTeam.getExtendRegion().forEach((x, y, z) -> {
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if (y < fightTeam.getSchemRegion().getMinY()) return;
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checkWalkable(x, y, z);
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calculatePosition(new Pos(x, y, z), walkable);
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});
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floorBlock.forEach(this::checkNeighbouring);
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System.out.println(System.currentTimeMillis() - time + " ms");
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/*
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iterateWalkableBlocks((vector, ceilingOffset) -> {
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RArmorStand armorStand = new RArmorStand(entityServer, vector.toLocation(WORLD), RArmorStand.Size.MARKER);
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armorStand.setNoGravity(true);
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armorStand.setInvisible(true);
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armorStand.setDisplayName("+" + (ceilingOffset == null ? "∞" : ceilingOffset));
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});
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*/
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walkable.values().forEach(this::checkNeighbouring);
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System.out.println("NavMesh2: " + walkable.size() + " " + connections.size());
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System.out.println("NavMesh initialized in " + (System.currentTimeMillis() - time) + " ms");
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ready = true;
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}, 20);
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});
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new OneShotStateDependent(ArenaMode.All, FightState.Spectate, () -> {
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floorBlock.clear();
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ready = false;
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});
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}
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private void calculatePosition(Pos pos, Map<Pos, Pos> walkable) {
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Block block = WORLD.getBlockAt(pos.x, pos.y, pos.z);
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// Air is not walkable
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if (block.isPassable()) return;
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// Ignore Ladders from floor calculation!
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if (block.getType() != Material.LADDER) {
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// Floor Position
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pos.floor = playerCollisionMax(block.getCollisionShape());
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// If no walkable block remove
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if (pos.floor == 0) return;
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} else {
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pos.floor = 0.5;
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}
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// Ceiling Position
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pos.ceiling = fightTeam.getExtendRegion().getMaxY() - pos.y;
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for (int y = pos.y + 1; y <= fightTeam.getExtendRegion().getMaxY() + 3; y++) {
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block = WORLD.getBlockAt(pos.x, y, pos.z);
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if (block.isPassable()) continue;
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double min = playerCollisionMin(block.getCollisionShape());
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if (min >= 1.0) continue;
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pos.ceiling = y + min - pos.y;
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break;
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}
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// If player cannot fit remove
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if (pos.ceiling - pos.floor < PLAYER_HEIGHT) return;
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walkable.put(pos, pos);
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}
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@RequiredArgsConstructor
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private static class Pos {
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private int x;
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private int y;
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private int z;
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public Pos(int x, int y, int z) {
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this.x = x;
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this.y = y;
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this.z = z;
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}
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public Pos(Vector vector) {
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this.x = vector.getBlockX();
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this.y = vector.getBlockY();
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this.z = vector.getBlockZ();
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}
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private final int x;
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private final int y;
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private final int z;
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private double floor = 0;
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private double ceiling = 0;
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@Override
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public String toString() {
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return x + "," + y + "," + z;
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return x + "," + y + "(" + floor + ".." + ceiling + ")" + "," + z;
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}
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@Override
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@@ -128,142 +161,90 @@ public class NavMesh implements Listener {
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return Objects.hash(x, y, z);
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}
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public Vector toVector() {
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return new Vector(x, y, z);
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}
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public Pos add(Pos pos) {
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return new Pos(x + pos.x, y + pos.y, z + pos.z);
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}
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public Pos subtract(Pos pos) {
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return new Pos(x - pos.x, y - pos.y, z - pos.z);
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public Vector toVector() {
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return new Vector(x, y + floor, z);
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}
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public double floorPosition() {
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return y + floor;
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}
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public double ceilingPosition() {
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return y + ceiling;
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}
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}
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private Map<Pos, Double> floorBlock = new HashMap<>();
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private Map<Pos, Double> ceilingOffset = new HashMap<>();
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private Map<Pos, Set<Pos>> neighbourConnections = new HashMap<>();
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private Map<Pos, Set<Pos>> reverseNeighbourConnections = new HashMap<>();
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private double playerCollisionMax(VoxelShape voxelShape) {
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List<Double> yList = voxelShape.getBoundingBoxes().stream()
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.flatMap(boundingBox -> Stream.of(boundingBox.getMinY(), boundingBox.getMaxY()))
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.sorted()
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.collect(Collectors.toList());
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private void checkWalkable(int x, int y, int z) {
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Pos pos = new Pos(x, y, z);
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floorBlock.remove(pos);
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ceilingOffset.remove(pos);
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Block block = WORLD.getBlockAt(x, y, z);
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VoxelShape floor = block.getCollisionShape();
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if (block.getType() != Material.LADDER && !overlaps(floor, 0, 0, 0)) return;
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Double floorHeight = null;
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for (BoundingBox box : floor.getBoundingBoxes()) {
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double by = box.getMaxY();
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if (!overlaps(floor, 0, by, 0)) {
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if (floorHeight == null) {
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floorHeight = by;
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} else {
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floorHeight = Math.min(floorHeight, by);
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}
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double collisionY = 0;
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for (double y : yList) {
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if (voxelShape.getBoundingBoxes()
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.stream()
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.noneMatch(boundingBox -> collides(y, boundingBox))) {
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collisionY = y;
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break;
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}
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}
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if (floorHeight == null) return;
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Double ceilingOffset = null;
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for (int cy = y + 1; cy < fightTeam.getExtendRegion().getMaxY(); cy++) {
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VoxelShape current = WORLD.getBlockAt(x, cy, z).getCollisionShape();
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if (!overlaps(current, 0, 0, 0)) continue;
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return collisionY;
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}
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Double ceilingHeight = null;
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for (BoundingBox box : current.getBoundingBoxes()) {
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double by = box.getMinY();
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if (!overlaps(current, 0, -(1 - by), 0)) {
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if (ceilingHeight == null) {
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ceilingHeight = by;
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} else {
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ceilingHeight = Math.max(ceilingHeight, by);
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}
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}
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private double playerCollisionMin(VoxelShape voxelShape) {
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List<Double> yList = voxelShape.getBoundingBoxes().stream()
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.flatMap(boundingBox -> Stream.of(boundingBox.getMinY(), boundingBox.getMaxY()))
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.sorted(Comparator.reverseOrder())
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.collect(Collectors.toList());
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double collisionY = 1.5;
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for (double y : yList) {
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if (voxelShape.getBoundingBoxes()
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.stream()
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.noneMatch(boundingBox -> collides(y - 1, boundingBox))) {
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collisionY = y;
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break;
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}
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if (ceilingHeight != null) {
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ceilingOffset = cy - y + ceilingHeight - floorHeight;
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}
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break;
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}
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if (ceilingOffset != null && ceilingOffset < PLAYER_HEIGHT) return;
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floorBlock.put(pos, y + floorHeight);
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this.ceilingOffset.put(pos, ceilingOffset);
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return collisionY;
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}
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private void checkNeighbouring(Pos pos, double posFloorHeight) {
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Set<Pos> connections = neighbourConnections.remove(pos);
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if (connections != null) {
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connections.forEach(p -> {
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reverseNeighbourConnections.getOrDefault(pos.add(p), Collections.emptySet()).remove(pos);
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});
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private boolean collides(double y, BoundingBox boundingBox) {
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Cuboid second = new Cuboid(boundingBox.getMinX(), boundingBox.getMinY(), boundingBox.getMinZ(), boundingBox.getWidthX(), boundingBox.getHeight(), boundingBox.getWidthZ());
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return PLAYER_SHADOW.setY(y).intersects(second);
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}
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@AllArgsConstructor
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private static class Cuboid {
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private double x;
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private double y;
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private double z;
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private double dx;
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private double dy;
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private double dz;
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public boolean intersects(Cuboid cuboid) {
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double minx = x - cuboid.dx;
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double miny = y - cuboid.dy;
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double minz = z - cuboid.dz;
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double maxx = minx + dx + cuboid.dx;
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double maxy = miny + dy + cuboid.dy;
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double maxz = minz + dz + cuboid.dz;
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return maxx > cuboid.x && maxy > cuboid.y && maxz > cuboid.z && minx < cuboid.x && miny < cuboid.y && minz < cuboid.z;
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}
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for (Pos relativeCheck : RELATIVE_BLOCKS_TO_CHECK) {
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Pos other = new Pos(pos.x + relativeCheck.x, pos.y + relativeCheck.y, pos.z + relativeCheck.z);
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Double otherFloorHeight = floorBlock.get(other);
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if (otherFloorHeight == null) continue;
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if (otherFloorHeight > posFloorHeight && otherFloorHeight - posFloorHeight > PLAYER_JUMP_HEIGHT) continue;
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// double floorDiff = Math.abs(posFloorHeight - otherFloorHeight);
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// if (floorDiff > PLAYER_JUMP_HEIGHT) continue;
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Double posCeilingOffset = ceilingOffset.get(pos);
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Double otherCeilingOffset = ceilingOffset.get(other);
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if (posCeilingOffset == null && otherCeilingOffset == null) {
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neighbourConnections.computeIfAbsent(pos, __ -> new LinkedHashSet<>()).add(relativeCheck);
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reverseNeighbourConnections.computeIfAbsent(pos.add(relativeCheck), __ -> new LinkedHashSet<>()).add(pos);
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continue;
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}
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if (posCeilingOffset != null && otherCeilingOffset == null) {
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if (posFloorHeight + posCeilingOffset - otherFloorHeight >= PLAYER_HEIGHT) {
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neighbourConnections.computeIfAbsent(pos, __ -> new LinkedHashSet<>()).add(relativeCheck);
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reverseNeighbourConnections.computeIfAbsent(pos.add(relativeCheck), __ -> new LinkedHashSet<>()).add(pos);
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}
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continue;
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}
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if (otherCeilingOffset != null && posCeilingOffset == null) {
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if (otherFloorHeight + otherCeilingOffset - posFloorHeight >= PLAYER_HEIGHT) {
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neighbourConnections.computeIfAbsent(pos, __ -> new LinkedHashSet<>()).add(relativeCheck);
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reverseNeighbourConnections.computeIfAbsent(pos.add(relativeCheck), __ -> new LinkedHashSet<>()).add(pos);
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}
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continue;
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}
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|
||||
if (posFloorHeight + posCeilingOffset - otherFloorHeight >= PLAYER_HEIGHT && otherFloorHeight + otherCeilingOffset - posFloorHeight >= PLAYER_HEIGHT) {
|
||||
neighbourConnections.computeIfAbsent(pos, __ -> new LinkedHashSet<>()).add(relativeCheck);
|
||||
reverseNeighbourConnections.computeIfAbsent(pos.add(relativeCheck), __ -> new LinkedHashSet<>()).add(pos);
|
||||
}
|
||||
public Cuboid setY(double y) {
|
||||
return new Cuboid(x, y, z, dx, dy, dz);
|
||||
}
|
||||
}
|
||||
|
||||
private boolean overlaps(VoxelShape voxelShape, double x, double y, double z) {
|
||||
PLAYER_SHADOW.shift(x, y, z);
|
||||
boolean overlaps = voxelShape.overlaps(PLAYER_SHADOW);
|
||||
PLAYER_SHADOW.shift(-x, -y, -z);
|
||||
return overlaps;
|
||||
}
|
||||
|
||||
private void iterateWalkableBlocks(BiConsumer<Vector, Double> consumer) {
|
||||
floorBlock.forEach((pos, aDouble) -> {
|
||||
Vector vector = new Vector(pos.x + 0.5, aDouble, pos.z + 0.5);
|
||||
consumer.accept(vector, ceilingOffset.get(pos));
|
||||
});
|
||||
}
|
||||
|
||||
private Pos toPos(Vector vector) {
|
||||
Pos pos = new Pos(vector);
|
||||
if (floorBlock.containsKey(pos)) return pos;
|
||||
pos = new Pos(pos.x, pos.y - 1, pos.z);
|
||||
if (floorBlock.containsKey(pos)) return pos;
|
||||
return null;
|
||||
}
|
||||
|
||||
public void update(Vector posVector) {
|
||||
Pos pos = toPos(posVector);
|
||||
if (pos == null) return;
|
||||
@@ -271,44 +252,66 @@ public class NavMesh implements Listener {
|
||||
for (int x = -2; x <= 2; x++) {
|
||||
for (int z = -2; z <= 2; z++) {
|
||||
for (int y = fightTeam.getSchemRegion().getMinY(); y <= pos.y + 2; y++) {
|
||||
checkWalkable(pos.x + x, y, pos.z + z);
|
||||
Pos current = new Pos(pos.x + x, y, pos.z + z);
|
||||
walkable.remove(current);
|
||||
calculatePosition(current, walkable);
|
||||
}
|
||||
}
|
||||
}
|
||||
floorBlock.forEach(this::checkNeighbouring);
|
||||
|
||||
walkable.values().forEach(this::checkNeighbouring);
|
||||
}
|
||||
|
||||
public List<Vector> getAllWalkableBlocks() {
|
||||
return floorBlock.keySet().stream().map(Pos::toVector).collect(Collectors.toList());
|
||||
private void checkNeighbouring(Pos pos) {
|
||||
for (Set<Pos> value : connections.values()) {
|
||||
value.remove(pos);
|
||||
}
|
||||
|
||||
for (Pos relative : RELATIVE_BLOCKS) {
|
||||
Pos other = walkable.get(pos.add(relative));
|
||||
if (other == null) continue;
|
||||
|
||||
Block thisBlock = WORLD.getBlockAt(pos.x, pos.y, pos.z);
|
||||
Block otherBlock = WORLD.getBlockAt(other.x, other.y, other.z);
|
||||
|
||||
// TODO: Ladder connections!
|
||||
if (thisBlock.getType() != Material.LADDER && otherBlock.getType() == Material.LADDER && pos.y > other.y) continue;
|
||||
|
||||
// Check if jumpable vertical distance
|
||||
if (otherBlock.getType() != Material.LADDER && other.floorPosition() - pos.floorPosition() > PLAYER_JUMP_HEIGHT) continue;
|
||||
// Check if Ceiling is high enough for player walking down!
|
||||
if (other.ceilingPosition() < pos.floorPosition() + PLAYER_HEIGHT) continue;
|
||||
|
||||
connections.computeIfAbsent(other, __ -> new LinkedHashSet<>()).add(pos);
|
||||
}
|
||||
}
|
||||
|
||||
public List<Vector> getWalkableBlocks(Vector fromVector) {
|
||||
Pos from = toPos(fromVector);
|
||||
if (from == null) {
|
||||
return Collections.emptyList();
|
||||
}
|
||||
private Pos toPos(Vector vector) {
|
||||
Pos pos = new Pos(vector.getBlockX(), vector.getBlockY(), vector.getBlockZ());
|
||||
if (walkable.containsKey(pos)) return walkable.get(pos);
|
||||
pos = new Pos(pos.x, pos.y - 1, pos.z);
|
||||
if (walkable.containsKey(pos)) return walkable.get(pos);
|
||||
return null;
|
||||
}
|
||||
|
||||
Set<Pos> checked = new HashSet<>();
|
||||
List<Pos> checking = new ArrayList<>();
|
||||
checking.add(from);
|
||||
while (!checking.isEmpty()) {
|
||||
Pos pos = checking.remove(0);
|
||||
checked.add(pos);
|
||||
public List<Vector> walkable() {
|
||||
return walkable.values().stream().map(Pos::toVector).collect(Collectors.toList());
|
||||
}
|
||||
|
||||
neighbourConnections.getOrDefault(pos, new HashSet<>()).forEach(p -> {
|
||||
Pos n = pos.add(p);
|
||||
if (checked.contains(n)) return;
|
||||
if (checking.contains(n)) return;
|
||||
checking.add(n);
|
||||
});
|
||||
}
|
||||
public List<Vector> pathToNearest(Vector fromVector, Vector toVector) {
|
||||
Pos to = toPos(toVector);
|
||||
if (walkable.containsKey(to)) return path(fromVector, toVector);
|
||||
|
||||
return checked.stream().map(Pos::toVector).collect(Collectors.toList());
|
||||
Pos nearestPos = walkable.values()
|
||||
.stream()
|
||||
.min(Comparator.comparingDouble(pos -> pos.toVector().distanceSquared(toVector)))
|
||||
.orElse(null);
|
||||
if (nearestPos == null) return Collections.emptyList();
|
||||
return path(fromVector, nearestPos.toVector());
|
||||
}
|
||||
|
||||
public List<Vector> path(Vector fromVector, Vector toVector) {
|
||||
rEntities.forEach(REntity::die);
|
||||
rEntities.clear();
|
||||
server.getEntities().forEach(REntity::die);
|
||||
|
||||
Pos from = toPos(fromVector);
|
||||
Pos to = toPos(toVector);
|
||||
@@ -325,7 +328,10 @@ public class NavMesh implements Listener {
|
||||
Set<Pos> toCheck = new HashSet<>();
|
||||
for (Pos pos : checking) {
|
||||
boolean foundFrom = false;
|
||||
Set<Pos> successors = reverseNeighbourConnections.get(pos);
|
||||
Set<Pos> successors = connections.get(pos);
|
||||
if (successors == null) {
|
||||
return Collections.emptyList();
|
||||
}
|
||||
for (Pos p : successors) {
|
||||
if (route.containsKey(p)) continue;
|
||||
route.put(p, pos);
|
||||
@@ -342,39 +348,32 @@ public class NavMesh implements Listener {
|
||||
path.add(route.get(path.get(path.size() - 1)));
|
||||
}
|
||||
|
||||
for (int i = path.size() - 1; i > 0; i--) {
|
||||
Pos current = path.get(i);
|
||||
Pos last = path.get(i - 1);
|
||||
if (last.y > current.y) {
|
||||
path.set(i, new Pos(current.x, last.y, current.z));
|
||||
}
|
||||
for (int i = 0; i < path.size(); i++) {
|
||||
path.set(i, walkable.get(path.get(i)));
|
||||
}
|
||||
|
||||
List<Vector> vectors = path.stream().map(p -> {
|
||||
Double floorHeight = floorBlock.get(p);
|
||||
if (p.y > (floorHeight == null ? p.y : floorHeight)) floorHeight = null;
|
||||
return new Vector(p.x + 0.5, floorHeight == null ? p.y : floorHeight, p.z + 0.5);
|
||||
}).collect(Collectors.toList());
|
||||
int i = 0;
|
||||
while (i < path.size() - 1) {
|
||||
Pos current = path.get(i);
|
||||
Pos next = path.get(i + 1);
|
||||
|
||||
AtomicReference<Vector> last = new AtomicReference<>();
|
||||
if (current.floorPosition() > next.floorPosition() + 1) {
|
||||
Pos between = new Pos(next.x, current.y, next.z);
|
||||
between.floor = current.floor;
|
||||
path.add(i + 1, between);
|
||||
i++;
|
||||
}
|
||||
i++;
|
||||
}
|
||||
|
||||
List<Vector> vectors = path.stream().skip(1).map(Pos::toVector).collect(Collectors.toList());
|
||||
vectors.forEach(vector -> {
|
||||
RArmorStand armorStand = new RArmorStand(entityServer, vector.toLocation(WORLD), RArmorStand.Size.MARKER);
|
||||
armorStand.setInvisible(true);
|
||||
armorStand.setNoGravity(true);
|
||||
armorStand.setDisplayName("+");
|
||||
rEntities.add(armorStand);
|
||||
|
||||
if (true) return;
|
||||
Vector lastVector = last.getAndSet(vector);
|
||||
if (lastVector == null) return;
|
||||
lastVector = lastVector.clone().add(vector).divide(new Vector(2, 2, 2));
|
||||
armorStand = new RArmorStand(entityServer, lastVector.toLocation(WORLD), RArmorStand.Size.MARKER);
|
||||
armorStand.setInvisible(true);
|
||||
armorStand.setNoGravity(true);
|
||||
armorStand.setDisplayName("+");
|
||||
rEntities.add(armorStand);
|
||||
RBlockDisplay block = new RBlockDisplay(server, vector.toLocation(WORLD));
|
||||
block.setBlock(PATH_BLOCK);
|
||||
block.setTransform(new Transformation(new Vector3f(0, 0, 0), new AxisAngle4f(0, 0, 0, 0), new Vector3f(1, 0.001F, 1), new AxisAngle4f(0, 0, 0, 0)));
|
||||
});
|
||||
|
||||
vectors.forEach(vector -> vector.add(MIDDLE_VECTOR));
|
||||
return vectors;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,45 @@
|
||||
/*
|
||||
* This file is a part of the SteamWar software.
|
||||
*
|
||||
* Copyright (C) 2026 SteamWar.de-Serverteam
|
||||
*
|
||||
* This program is free software: you can redistribute it and/or modify
|
||||
* it under the terms of the GNU Affero General Public License as published by
|
||||
* the Free Software Foundation, either version 3 of the License, or
|
||||
* (at your option) any later version.
|
||||
*
|
||||
* This program is distributed in the hope that it will be useful,
|
||||
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
* GNU Affero General Public License for more details.
|
||||
*
|
||||
* You should have received a copy of the GNU Affero General Public License
|
||||
* along with this program. If not, see <https://www.gnu.org/licenses/>.
|
||||
*/
|
||||
|
||||
package de.steamwar.fightsystem.ai.schematic;
|
||||
|
||||
import lombok.Getter;
|
||||
import org.bukkit.util.Vector;
|
||||
|
||||
import java.util.HashSet;
|
||||
import java.util.Set;
|
||||
|
||||
@Getter
|
||||
public class Bridge {
|
||||
|
||||
private final Set<Vector> shieldActivators = new HashSet<>();
|
||||
private Vector automaticActivator = null;
|
||||
private int automaticActivatorTime = 0;
|
||||
|
||||
public Bridge addShieldActivator(Vector shieldActivator) {
|
||||
this.shieldActivators.add(shieldActivator);
|
||||
return this;
|
||||
}
|
||||
|
||||
public Bridge addAutomaticActivator(Vector automaticActivator, int automaticActivatorTime) {
|
||||
this.automaticActivator = automaticActivator;
|
||||
this.automaticActivatorTime = automaticActivatorTime;
|
||||
return this;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,45 @@
|
||||
/*
|
||||
* This file is a part of the SteamWar software.
|
||||
*
|
||||
* Copyright (C) 2026 SteamWar.de-Serverteam
|
||||
*
|
||||
* This program is free software: you can redistribute it and/or modify
|
||||
* it under the terms of the GNU Affero General Public License as published by
|
||||
* the Free Software Foundation, either version 3 of the License, or
|
||||
* (at your option) any later version.
|
||||
*
|
||||
* This program is distributed in the hope that it will be useful,
|
||||
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
* GNU Affero General Public License for more details.
|
||||
*
|
||||
* You should have received a copy of the GNU Affero General Public License
|
||||
* along with this program. If not, see <https://www.gnu.org/licenses/>.
|
||||
*/
|
||||
|
||||
package de.steamwar.fightsystem.ai.schematic;
|
||||
|
||||
import lombok.Getter;
|
||||
import org.bukkit.util.Vector;
|
||||
|
||||
import java.util.ArrayList;
|
||||
import java.util.HashSet;
|
||||
import java.util.List;
|
||||
import java.util.Set;
|
||||
|
||||
@Getter
|
||||
public class Cannon {
|
||||
|
||||
private final List<Vector> tntPositions = new ArrayList<>();
|
||||
private final Set<Vector> triggerPositions = new HashSet<>();
|
||||
|
||||
public Cannon addTnt(Vector tnt) {
|
||||
tntPositions.add(tnt);
|
||||
return this;
|
||||
}
|
||||
|
||||
public Cannon addTrigger(Vector trigger) {
|
||||
triggerPositions.add(trigger);
|
||||
return this;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,63 @@
|
||||
/*
|
||||
* This file is a part of the SteamWar software.
|
||||
*
|
||||
* Copyright (C) 2026 SteamWar.de-Serverteam
|
||||
*
|
||||
* This program is free software: you can redistribute it and/or modify
|
||||
* it under the terms of the GNU Affero General Public License as published by
|
||||
* the Free Software Foundation, either version 3 of the License, or
|
||||
* (at your option) any later version.
|
||||
*
|
||||
* This program is distributed in the hope that it will be useful,
|
||||
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
* GNU Affero General Public License for more details.
|
||||
*
|
||||
* You should have received a copy of the GNU Affero General Public License
|
||||
* along with this program. If not, see <https://www.gnu.org/licenses/>.
|
||||
*/
|
||||
|
||||
package de.steamwar.fightsystem.ai.schematic;
|
||||
|
||||
import lombok.Getter;
|
||||
import org.bukkit.util.Consumer;
|
||||
import org.bukkit.util.Vector;
|
||||
|
||||
import java.util.ArrayList;
|
||||
import java.util.List;
|
||||
|
||||
@Getter
|
||||
public class WarMachine {
|
||||
|
||||
private int schematicId = 0;
|
||||
private Bridge bridge = new Bridge();
|
||||
private List<Cannon> cannons = new ArrayList<>();
|
||||
private List<Vector> tntChests = new ArrayList<>();
|
||||
|
||||
public WarMachine setSchematicId(int schematicId) {
|
||||
this.schematicId = schematicId;
|
||||
return this;
|
||||
}
|
||||
|
||||
public WarMachine editBridge(Consumer<Bridge> initializer) {
|
||||
initializer.accept(bridge);
|
||||
return this;
|
||||
}
|
||||
|
||||
public WarMachine addCannon(Consumer<Cannon> initializer) {
|
||||
Cannon cannon = new Cannon();
|
||||
initializer.accept(cannon);
|
||||
cannons.add(cannon);
|
||||
return this;
|
||||
}
|
||||
|
||||
public WarMachine addTnTChest(Vector chest) {
|
||||
tntChests.add(chest);
|
||||
return this;
|
||||
}
|
||||
|
||||
public WarMachine finish(List<WarMachine> list) {
|
||||
list.add(this);
|
||||
return this;
|
||||
}
|
||||
}
|
||||
+64
@@ -0,0 +1,64 @@
|
||||
/*
|
||||
* This file is a part of the SteamWar software.
|
||||
*
|
||||
* Copyright (C) 2026 SteamWar.de-Serverteam
|
||||
*
|
||||
* This program is free software: you can redistribute it and/or modify
|
||||
* it under the terms of the GNU Affero General Public License as published by
|
||||
* the Free Software Foundation, either version 3 of the License, or
|
||||
* (at your option) any later version.
|
||||
*
|
||||
* This program is distributed in the hope that it will be useful,
|
||||
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
* GNU Affero General Public License for more details.
|
||||
*
|
||||
* You should have received a copy of the GNU Affero General Public License
|
||||
* along with this program. If not, see <https://www.gnu.org/licenses/>.
|
||||
*/
|
||||
|
||||
package de.steamwar.fightsystem.ai.schematic.impl;
|
||||
|
||||
import de.steamwar.fightsystem.ai.schematic.WarMachine;
|
||||
import org.bukkit.util.Vector;
|
||||
|
||||
import java.util.ArrayList;
|
||||
import java.util.List;
|
||||
import java.util.Random;
|
||||
|
||||
public class MiniWarGear20 {
|
||||
|
||||
private static final Random RANDOM = new Random();
|
||||
private static final List<WarMachine> MiniWarGear20 = new ArrayList<>();
|
||||
|
||||
public static WarMachine select() {
|
||||
return MiniWarGear20.get(RANDOM.nextInt(MiniWarGear20.size()));
|
||||
}
|
||||
|
||||
public static final WarMachine DPR_PV1_Reaper = new WarMachine()
|
||||
.setSchematicId(135745)
|
||||
.editBridge(bridge -> {
|
||||
bridge.addShieldActivator(new Vector(23, 16, 19));
|
||||
bridge.addShieldActivator(new Vector(32, 4, 13));
|
||||
bridge.addShieldActivator(new Vector(20, 4, 13));
|
||||
})
|
||||
.addCannon(cannon -> {
|
||||
cannon.addTnt(new Vector(30, 2, 22));
|
||||
cannon.addTnt(new Vector(30, 2, 23));
|
||||
cannon.addTnt(new Vector(30, 2, 24));
|
||||
cannon.addTnt(new Vector(31, 2, 23));
|
||||
cannon.addTnt(new Vector(31, 2, 24));
|
||||
cannon.addTnt(new Vector(30, 3, 25));
|
||||
cannon.addTnt(new Vector(31, 3, 25));
|
||||
cannon.addTnt(new Vector(30, 3, 26));
|
||||
cannon.addTnt(new Vector(31, 3, 26));
|
||||
cannon.addTnt(new Vector(30, 4, 25));
|
||||
cannon.addTnt(new Vector(31, 4, 25));
|
||||
cannon.addTnt(new Vector(30, 4, 26));
|
||||
cannon.addTnt(new Vector(31, 4, 26));
|
||||
cannon.addTrigger(new Vector(31, 4, 20));
|
||||
cannon.addTrigger(new Vector(32, 4, 19));
|
||||
cannon.addTrigger(new Vector(32, 4, 21));
|
||||
})
|
||||
.finish(MiniWarGear20);
|
||||
}
|
||||
@@ -0,0 +1,102 @@
|
||||
/*
|
||||
* This file is a part of the SteamWar software.
|
||||
*
|
||||
* Copyright (C) 2026 SteamWar.de-Serverteam
|
||||
*
|
||||
* This program is free software: you can redistribute it and/or modify
|
||||
* it under the terms of the GNU Affero General Public License as published by
|
||||
* the Free Software Foundation, either version 3 of the License, or
|
||||
* (at your option) any later version.
|
||||
*
|
||||
* This program is distributed in the hope that it will be useful,
|
||||
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
* GNU Affero General Public License for more details.
|
||||
*
|
||||
* You should have received a copy of the GNU Affero General Public License
|
||||
* along with this program. If not, see <https://www.gnu.org/licenses/>.
|
||||
*/
|
||||
|
||||
package de.steamwar.fightsystem.ai.yoyonow;
|
||||
|
||||
import com.sk89q.worldedit.extent.clipboard.Clipboard;
|
||||
import de.steamwar.entity.REntityServer;
|
||||
import de.steamwar.fightsystem.ArenaMode;
|
||||
import de.steamwar.fightsystem.ai.AI;
|
||||
import de.steamwar.fightsystem.ai.NavMesh;
|
||||
import de.steamwar.fightsystem.ai.schematic.WarMachine;
|
||||
import de.steamwar.fightsystem.ai.schematic.impl.MiniWarGear20;
|
||||
import de.steamwar.fightsystem.fight.FightTeam;
|
||||
import de.steamwar.fightsystem.states.FightState;
|
||||
import de.steamwar.fightsystem.states.OneShotStateDependent;
|
||||
import de.steamwar.sql.SchematicNode;
|
||||
import de.steamwar.sql.SteamwarUser;
|
||||
import org.bukkit.Bukkit;
|
||||
import org.bukkit.Location;
|
||||
import org.bukkit.World;
|
||||
import org.bukkit.util.Vector;
|
||||
|
||||
import java.util.List;
|
||||
import java.util.Random;
|
||||
|
||||
public class YoyoNowAI extends AI {
|
||||
|
||||
private static final World WORLD = Bukkit.getWorlds().get(0);
|
||||
|
||||
private WarMachine selectedSchematic;
|
||||
|
||||
private final REntityServer entityServer = new REntityServer();
|
||||
private final NavMesh navMesh;
|
||||
|
||||
protected YoyoNowAI(FightTeam team) {
|
||||
super(team, SteamwarUser.get("YoyoNow.AI"));
|
||||
getEntity().setGlowing(true);
|
||||
navMesh = new NavMesh(team);
|
||||
|
||||
new OneShotStateDependent(ArenaMode.All, FightState.PostSchemSetup, () -> {
|
||||
Bukkit.getOnlinePlayers().forEach(entityServer::addPlayer);
|
||||
});
|
||||
}
|
||||
|
||||
@Override
|
||||
public SchematicNode chooseSchematic() {
|
||||
selectedSchematic = MiniWarGear20.select();
|
||||
return SchematicNode.getSchematicNode(selectedSchematic.getSchematicId());
|
||||
}
|
||||
|
||||
@Override
|
||||
public void schematic(Clipboard clipboard) {
|
||||
setReady();
|
||||
}
|
||||
|
||||
private Random random = new Random();
|
||||
private Vector destination = null;
|
||||
|
||||
@Override
|
||||
protected void plan() {
|
||||
if (!navMesh.isReady()) return;
|
||||
|
||||
navMesh.update(getEntity().getLocation().toVector());
|
||||
|
||||
if (this.destination == null) {
|
||||
List<Vector> walkable = navMesh.walkable();
|
||||
Vector destination = walkable.get(random.nextInt(walkable.size()));
|
||||
List<Vector> path = navMesh.pathToNearest(getEntity().getLocation().toVector(), destination);
|
||||
if (path.isEmpty()) return;
|
||||
this.destination = untranslate(path.getLast());
|
||||
return;
|
||||
}
|
||||
|
||||
Location location = translate(destination);
|
||||
List<Vector> path = navMesh.pathToNearest(getEntity().getLocation().toVector(), location.toVector());
|
||||
|
||||
if (path.isEmpty()) {
|
||||
destination = null;
|
||||
return;
|
||||
}
|
||||
move(untranslate(path.get(0)));
|
||||
if (path.get(0).equals(destination)) {
|
||||
destination = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user